A process of maintaining similar game state across players and/or servers, thus giving all players same info about current sutuation on playfield.
2
votes
1answer
42 views
RTS Lockstep: How to deal with high latency and packet drops?
In the lockstep RTS model, I understand how games can be made deterministic by sending across commands to run at designated frames in the future. Then, to keep everyone in sync, confirmations are sent ...
0
votes
1answer
27 views
Android: Require variable accessed from one thread to be immediately available in another
I'm developing an OpenGL ES 2.0 game and have run into a problem which I hope is really simple to resolved.
Basically within my game I am using the 2 threads provided by OpenGL only. Those being:
...
2
votes
1answer
97 views
In-Depth Lockstep Explanation
I'm making a multiplayer game built upon a lockstep system and I'd just like a better grasp on the concept. My main question is on how to get every command to simulate at the same time on every ...
0
votes
1answer
44 views
In lockstep networking game, how to handle sudden lags and disconnection?
I am trying to implement a game similar to "Street Fighter" by using lockstep networking model so that two players can play remotely via Internet.
I have read a lot of articles about lockstep ...
1
vote
1answer
66 views
Synchronization with game tick
I'm working on a multiplayer game and it's currently set up like this. It accepts packets from the client on the fly and does whatever processing it needs to. There is also a main game tick which is ...
2
votes
1answer
99 views
Is there a pattern for handling multiple game states?
I'm experimenting with writing a multiplayer game, almost from scratch (I'm using C++, OpenGL, ENet, and platform-specific APIs) with a client/server networking model where the server is ...
5
votes
1answer
184 views
Is there a way to prevent the user from playing the game simultaneously on 2 devices
Our game uses Google Play Services for authentication, multiplayer and cloud saves. We save the users inventory as a cloud save, and as the player partakes in multiplayer matches they might use items ...
0
votes
2answers
66 views
Can the different computation power in a multi-player game affect each player's performance?
In case an RTS game allows the clients to perform some calculations such as path-finding after the player clicks the map for a destination, and taking into account the game should be synchronised for ...
1
vote
1answer
85 views
Inventory management syncronized network
I'm implementing an inventory system with items in 1x1 slots in a open-world multiplayer game. But I can't decide how I want to synchronize the item management with the server. I see two options here.
...
5
votes
2answers
515 views
How to sync client and server at the first frame
I'm making a game where an authoritative server sends information to all clients about states and positions for objects in a 3d world. The player can control his character by clicking on the screen to ...
0
votes
1answer
147 views
How to sync towers and enemies in Tower Defense?
I'm going to build a tower defense (like) game.
In a heavy tower defense, it takes time to processing.
So, if i set a time interval, it costs interval+processing time so it's not fair.
If i make a ...
3
votes
2answers
175 views
How to synchronize the ball in a network pong game?
I’m developing a multiplayer network pong game, my first game ever. The current state is, I’ve running the physic engine with the same configurations on the server and the clients. The own paddle ...
14
votes
5answers
2k views
Networking for Real Time Strategy games
I'm developing a real time strategy game for a computer science course I'm taking. One of the harder aspects of it seems to be client-server networking and synchronization. I've read up on this topic ...
7
votes
3answers
470 views
How can I keep two racing players synchronised?
I am working on a Unity mobile game, much like a multiplayer version of Temple Run. I'm seeing a fluctuating network latency (generally 200-500ms) because of the mobile platform.
The two player ...
0
votes
0answers
62 views
synchronizing character movement in different clients
i want to synchronize the character movement in different clients,
while i got an problem here.
The script below is attach at the other players' characters,
say if you are player A in client A, then ...
3
votes
2answers
351 views
Purpose of Displaying Loading Screen
Is it necessary for a game developer (on Android, game consoles, online, or desktop) to display the loading screen to cover unfinished rendered game environments and prevent users from thinking that ...
1
vote
1answer
3k views
Jumping with Mecanim synchronization
I am using Unity3D 4.1 for one of my projects. I have a robot character which is always running. I am using mecanim animation system.
What I really want:When I press Space bar, the character should ...
6
votes
2answers
329 views
How do I duplicate a Box2d simulation, mid-simulation?
I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same ...
7
votes
2answers
630 views
How to synchronize actions like jump in multiplayer?
I am a newbie game developer and I have been researching about multiplayer games. I observed that there's always some latency, the players always get updates from past actions. But there are ...
3
votes
1answer
267 views
How to sync game tick in peer to peer game?
I am making a 2-player iphone action game using a synchronization service (in this case Firebase). The service allows state syncing through the internet, but I have to execute all game logic on the ...
1
vote
2answers
191 views
Implementing the “earn resource every N seconds” mechanism common to F2P games
In many free-to-play games, play will be rate limited in some manner by a resource that you naturally earn on a timed interval, but can opt to increase artificially through buy-ins.
A current example ...
3
votes
5answers
992 views
Can I write code from 2 computers at the same time? [closed]
So I know it might not be that related to game dev, but I'm now starting a project with friends and we want to code. Thing is, we are not living close, and when several programmers write different ...
-1
votes
2answers
266 views
Start timer in two clients the same time
I want to create a client/server turned-based game where each player will have 5 seconds in order to play. If extends this time will be other player's turn to play. In order to do this, I have created ...
0
votes
1answer
190 views
Approaching syncing between client and server, in a Tower Defense game
I am currently working on a Multiplayer TD, players can join games, and place towers on a map, so far so good.
This is how the game works as of today, when a new game is created, the server ...
1
vote
1answer
65 views
Resynchronize game state on reconnect
Suppose in a multiplayer first person shooter game that a player loses their connection. On reconnect they need to synchronize with the current game state. But while they are getting a snapshot of the ...
2
votes
2answers
386 views
Lockstep Game Loop
I have an XNA game using a basic lockstep update loop.
The client sends all commands to the server,
and updates only if it has received the next turn's commands from the server.
When does a turn end? ...
1
vote
1answer
136 views
synchronizing view state between nodes in a rendering cluster
I'm building a display wall demo application.
The environment:
N machines, each driving up to six displays
Wired gigabit switch
OpenTK application to draw the pretty pictures, running 1 copy on ...
-1
votes
4answers
206 views
build a server clock in client
Like Warcraft of World, there is a clock to display the time of server rather than local time of the client.
How to do this?
If this can be done by server send only one package to tell client the ...
0
votes
0answers
128 views
Architecture for mixing synchronous and asynchronous program flow to maximize faux real-time yet logical gameplay?
What I am attempting to make is a faux real-time game engine in node.js (taking advantage of the non-blocking I/O). When I say 'faux real-time' what I mean is I want players to interact with the world ...
2
votes
2answers
1k views
Sync clocks on a real time multiplayer game - Is this ok?
I'm developing a multiplayer game through Gamecenter in unity with prime31 plugin. This is how I sync the clocks of the two players (right now there will only be 2 player in one match), and I wanted ...
3
votes
2answers
479 views
Syncing game states in a multiplayer RTS game
I'm working in a group with 2 friends on our Gr. 12 final project for programming. We're making a multiplayer RTS game. I've been assigned to the networking section of the game, and none of us have ...
3
votes
1answer
328 views
How to sync the actions in a mutiplayer game?
I connect the clients with UDP (its a peer to peer connection on a multicast network) and the clients are sending their positions in every frame (in WP7 it means the default 30 FPS) to each other. ...
1
vote
1answer
385 views
Client-Server MMOG & data structures sync when joining / playing
After reading a few articles on MMOG architecture, there is still one point on which I cannot find much information: it has to do with how you keep in sync server data on the client, when you join, ...
2
votes
3answers
295 views
How to store and update data table on client side (iOS MMO)
Currently I'm developing an iOS MMO game with cocos2d-x. The game depends on many data tables (Excel file) given by the designers. These tables contain data like how much gold/crystal will be cost ...
7
votes
2answers
575 views
multiplayer networking with physics
I'm curious how multiplayer networking with physics is implemented in racing games.
We have a physical world with multiple fast-moving vehicles controlled by different people.
Let's say that vehicles ...
3
votes
1answer
206 views
P2P synchronization: can a player update fields of other players?
I know that synchronization is a huge topic, so I have minimized the problem to this example case.
Let's say, Alice and Bob are playing a P2P game, fighting against each other. If Alice hits Bob, how ...
0
votes
2answers
522 views
Game thread, render thread, animation/inverse kinematics, and synchronization
In a multithreaded setup with a game logic thread and a render thread, with some kind of skin mesh animation with inverse kinematics plus etc how does animation work? Does the game logic thread just ...
7
votes
3answers
1k views
Multiplayer tile based movement synchronization
I have to synchronize the movement of multiple players over the Internet, and I'm trying to figure out the safest way to do that.
The game is tile based, you can only move in 4 directions, and every ...
11
votes
4answers
3k views
Synchronization between game logic thread and rendering thread
How does one separate game logic and rendering? I know there seem to already be questions on here asking exactly that but the answers are not satisfactory to me.
From what I understand so far the ...
1
vote
1answer
2k views
Client-Server RTS networking with lockstep and lag
The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
6
votes
3answers
850 views
Networking for RTS games with lockstep using UDP
Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
3
votes
2answers
1k views
How do I keep an MMO synchronized?
I'm making a 2D, top down MMO game. ATM I can connect a player to a server and they get the map data from a DB. They can move around and hit some stuff and if they move near a viewport edge, the ...
4
votes
1answer
751 views
XNA: Networking gone totally out of sync
I'm creating a multiplayer interface for a game in 2D some of my friends made, and I'm stuck with a huge latency or sync problem.
I started by adapting my game to the msdn xna network tutorial and ...
3
votes
2answers
960 views
Elegant way to handle packet loss in a lockstep P2P RTS?
What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network?
For example, let's say it's tick 1000 and player 1 sends a ...
4
votes
3answers
567 views
Send regular keyboard samples OR keyboard state changes over network
Building a multi player asteroids game where ships compete with each other. Using UDP.
Wanted to minimize traffic sent to server. Which would you do:
Send periodic keyboard state samples every from ...
-2
votes
2answers
182 views
Resources about movement and simulation in multiplayer games [closed]
I am developing a multiplayer game, similar to Castle Crashers. This is the first multiplayer game I do so, before starting to code, I am trying to learn what's the best way to do it. I found some ...
7
votes
1answer
3k views
Network client-server message exchange and clock synchronization help
i'm doing a fast paced physics game that is a table hockey. With two mallets and one puck. The game runs on iphone / ipad and i'm doing the multiplayer part through GameCenter.
This is how the ...
7
votes
5answers
1k views
Multiplayer synchronization and pathfinding
I have a point & click type interface on a client, which runs an A* on the server, for path-finding.
The game is controlled like an RTS, but the world is persistent, so players should be able to ...
3
votes
2answers
300 views
Variable-step update() in game loop is falling behind, how can I get around this?
I'm working on a minimal game engine for my next game. I'm using the delta update method like shown:
void update(double delta) {
// Update code that uses `delta` goes here
}
I have a deep ...
19
votes
3answers
3k views
Low traffic client synchronization with server in MMO
I am implementing MMO where player flies in space on his starship controlling it with arrow keys and cooperate with other players.
I want to implement it so that player will be able to dodge his ship ...